mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-06-20 23:49:25 +02:00
2075 lines
71 KiB
C++
2075 lines
71 KiB
C++
#include "NewRpgBaseAction.h"
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#include <sstream>
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#include "BroadcastHelper.h"
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#include "ChatHelper.h"
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#include "Creature.h"
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#include "G3D/Vector2.h"
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#include "GameObject.h"
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#include "GossipDef.h"
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#include "GridTerrainData.h"
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#include "IVMapMgr.h"
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#include "Item.h"
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#include "ItemTemplate.h"
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#include "LootMgr.h"
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#include "Map.h"
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#include "ModelIgnoreFlags.h"
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#include "MotionMaster.h"
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#include "MoveSplineInitArgs.h"
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#include "NewRpgInfo.h"
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#include "NewRpgStrategy.h"
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#include "Object.h"
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#include "ObjectAccessor.h"
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#include "OutdoorPvPMgr.h"
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#include "ObjectDefines.h"
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#include "ObjectGuid.h"
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#include "ObjectMgr.h"
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#include "PathGenerator.h"
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#include "Player.h"
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#include "PlayerbotAI.h"
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#include "PlayerbotAIConfig.h"
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#include "PlayerbotTextMgr.h"
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#include "Playerbots.h"
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#include "Position.h"
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#include "QuestDef.h"
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#include "Random.h"
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#include "RandomPlayerbotMgr.h"
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#include "SharedDefines.h"
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#include "Spell.h"
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#include "SpellInfo.h"
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#include "SpellMgr.h"
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#include "StatsWeightCalculator.h"
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#include "Timer.h"
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#include "TravelMgr.h"
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bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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{
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if (dest == WorldPosition())
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return false;
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// performance optimization
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if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
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return false;
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// Already-at-dest short-stop. Below targetPosRecalcDistance the
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// move is effectively done — stop any active spline and clear
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// the cached path if it pointed here, so we don't keep gliding.
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{
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float const totalDistance = bot->GetExactDist(dest);
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if (totalDistance < sPlayerbotAIConfig.targetPosRecalcDistance)
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{
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LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
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if (!lastMove.lastPath.empty() &&
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lastMove.lastPath.getBack().distance(dest) <= totalDistance)
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{
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lastMove.clear();
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}
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bot->StopMoving();
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return false;
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}
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}
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// Let previously committed movement finish before recomputing.
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// If the bot is still actively walking toward its last committed
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// point on the same map, just let the current spline finish.
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// Prevents oscillation when a re-resolve produces a slightly
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// different partial-path endpoint mid-walk.
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{
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LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
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if (bot->isMoving() && lastMove.lastMoveToMapId == bot->GetMapId())
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{
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float remaining = bot->GetExactDist(lastMove.lastMoveToX, lastMove.lastMoveToY, lastMove.lastMoveToZ);
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if (remaining > 10.0f)
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{
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EmitDebugMove("MoveFar", "spline-plan",
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lastMove.lastMoveToX, lastMove.lastMoveToY, lastMove.lastMoveToZ);
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return true;
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}
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}
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}
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// 10% lastPath reuse — if the cached path's endpoint is still
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// close (within 10%) to the new dest, trim the cached path to
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// the bot's current position via makeShortCut and re-dispatch.
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// Mirrors cmangos ResolveMovePath: per-tick re-dispatch of the
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// (trimmed) last path keeps the bot on-route after interrupts
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// (knockback, combat, manual move) without needing a full replan.
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{
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LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
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if (!lastMove.lastPath.empty())
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{
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WorldPosition lastBack = lastMove.lastPath.getBack();
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if (lastBack.GetMapId() == dest.GetMapId())
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{
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float totalDist = bot->GetExactDist(dest);
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float maxDistChange = totalDist * 0.10f;
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float distFromBotToBack = bot->GetExactDist(&lastBack);
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if (lastBack.distance(dest) < maxDistChange && distFromBotToBack > 10.0f)
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{
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WorldPosition botPos(bot);
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lastMove.lastPath.makeShortCut(botPos, sPlayerbotAIConfig.reactDistance, bot);
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// makeShortCut may clear the path if the bot drifted
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// too far off (>reactDistance from any waypoint). In
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// that case fall through to fresh planning.
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if (lastMove.lastPath.empty())
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{
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EmitDebugMove("MoveFar", "reuse-trim-failed",
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dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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}
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if (!lastMove.lastPath.empty())
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{
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std::vector<WorldPosition> const& pts = lastMove.lastPath.getPointPath();
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if (pts.size() >= 2)
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{
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Movement::PointsArray points;
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points.reserve(pts.size());
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for (auto const& wp : pts)
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points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
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return DispatchPathPoints(dest, points, "reuse");
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}
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}
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// Path was cleared or collapsed — fall through to fresh planning.
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}
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}
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}
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}
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float disToDest = bot->GetDistance(dest);
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float dis = bot->GetExactDist(dest);
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// Decision tree:
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// 1. Active node plan with matching dest → ride it.
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// 2. Long-distance / cross-map: try the node graph FIRST.
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// Graph internally probes mmap and falls back to A* route.
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// 3. Else: 40-step chained mmap probe + regression guard.
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// 4. Empty / non-progressing probe: single-waypoint MoveTo.
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//
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// needsLongPath gate — cross-map or > 75y go to graph.
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// BG gating: graph holds open-world routes only.
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constexpr float TRAVELNODE_THRESHOLD = 75.0f;
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bool tryNodes = sPlayerbotAIConfig.enableTravelNodes &&
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!bot->InBattleground() &&
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((bot->GetMapId() != dest.GetMapId()) ||
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(dis > TRAVELNODE_THRESHOLD));
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// If a node plan is already active, ride it — but only if its
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// destination still matches the requested dest. Otherwise the
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// old plan (e.g. built toward a quest objective POI) would keep
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// driving the bot after the caller switched targets (e.g. to a
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// turn-in NPC).
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if (tryNodes && botAI->rpgInfo.HasActiveTravelPlan())
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{
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if (botAI->rpgInfo.travelPlan.destination.distance(dest) > 10.0f)
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botAI->rpgInfo.ClearTravel();
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else
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return UpdateTravelPlan();
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}
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// PRIORITY: try the travel-node graph FIRST when the move is
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// long enough to need it.
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if (tryNodes)
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{
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StartTravelPlan(dest);
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if (botAI->rpgInfo.HasActiveTravelPlan())
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{
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LOG_INFO("playerbots", "[MoveFar] {} nodetravel | dis={:.0f}",
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bot->GetName(), dis);
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EmitDebugMove("MoveFar", "travelplan",
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dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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return UpdateTravelPlan();
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}
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// Graph returned no plan — fall through to mmap probe.
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}
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else if (botAI->rpgInfo.HasActiveTravelPlan())
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{
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// Move dropped below node-first threshold — drop any leftover plan.
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botAI->rpgInfo.ClearTravel();
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}
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// 40-step chained mmap probe — primary for short moves and
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// fallback when the node graph returned no plan.
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WorldPosition botPos(bot);
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std::vector<WorldPosition> probe = botPos.getPathTo(dest, bot);
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// Regression guard (cmangos ResolveMovePath parity): if a cached
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// lastPath ends at least as close to dest as the new probe's
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// endpoint, prefer the cached path. The 10% reuse block above
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// already returned early when cached was within 10% of dest;
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// this catches "cached is far (>10%) but still better than the
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// probe" — typically when the probe got blocked by geometry and
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// ended much farther from dest than where cached had reached.
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{
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LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
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if (!lastMove.lastPath.empty() && !probe.empty() && probe.size() >= 2)
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{
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WorldPosition lastBack = lastMove.lastPath.getBack();
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if (lastBack.GetMapId() == dest.GetMapId())
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{
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float cachedToDest = lastBack.distance(dest);
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float probeToDest = dest.GetExactDist(probe.back().GetPositionX(),
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probe.back().GetPositionY(),
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probe.back().GetPositionZ());
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if (cachedToDest <= probeToDest)
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{
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WorldPosition botPosNow(bot);
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lastMove.lastPath.makeShortCut(botPosNow, sPlayerbotAIConfig.reactDistance, bot);
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if (!lastMove.lastPath.empty())
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{
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std::vector<WorldPosition> const& pts = lastMove.lastPath.getPointPath();
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if (pts.size() >= 2)
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{
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Movement::PointsArray points;
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points.reserve(pts.size());
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for (auto const& wp : pts)
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points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
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return DispatchPathPoints(dest, points, "regress-keep");
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}
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}
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}
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}
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}
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}
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// Walk the chained probe's full waypoint chain via DispatchPathPoints.
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if (!probe.empty() && probe.size() >= 2)
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{
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WorldPosition stepDest = probe.back();
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float endDistToDest = dest.GetExactDist(stepDest.GetPositionX(),
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stepDest.GetPositionY(), stepDest.GetPositionZ());
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if (endDistToDest + 5.0f < disToDest)
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{
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Movement::PointsArray points;
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points.reserve(probe.size());
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for (auto const& wp : probe)
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points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ());
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if (points.size() >= 2)
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{
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LOG_INFO("playerbots", "[MoveFar] {} mmap-path | dis={:.0f} | endDist={:.0f} | wp={}",
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bot->GetName(), dis, endDistToDest, (uint32)points.size());
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// Mount up if outdoors and not in combat.
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if (!bot->IsMounted() && !bot->IsInCombat() && bot->IsOutdoors() && bot->IsAlive())
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botAI->DoSpecificAction("check mount state", Event(), true);
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return DispatchPathPoints(dest, points, "mmap");
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}
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}
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}
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// Probe failed or didn't progress — emit visibility whisper so
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// the user can see WHY mmap didn't dispatch.
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{
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bool const probeProgressed = !probe.empty() && probe.size() >= 2 &&
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(dest.GetExactDist(probe.back().GetPositionX(),
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probe.back().GetPositionY(), probe.back().GetPositionZ()) + 5.0f < disToDest);
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if (!probeProgressed)
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{
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char const* reason = (probe.empty() || probe.size() < 2) ? "mmap-empty" : "mmap-noprogress";
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EmitDebugMove("MoveFar", reason,
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dest.GetPositionX(), dest.GetPositionY(),
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dest.GetPositionZ());
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}
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}
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// Empty-probe fallback — single-waypoint MoveTo. Engine
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// MovePoint(generatePath=true) does the local PathGenerator
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// resolution. Cross-map can't be served by a single-map spline
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// — bail rather than dispatching toward unreachable coords.
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if (bot->GetMapId() != dest.GetMapId())
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return false;
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EmitDebugMove("MoveFar", "spline",
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dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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return MoveTo(dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
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false, false, false, false);
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}
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bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest,
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Movement::PointsArray& points,
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char const* label)
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{
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if (points.size() < 2)
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return false;
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// Save planner output BEFORE any clip/fixup mutation so next-tick
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// reuse/regress branches see the original intent, not a clip-
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// truncated tail.
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{
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LastMovement& lm = AI_VALUE(LastMovement&, "last movement");
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std::vector<WorldPosition> wpts;
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wpts.reserve(points.size());
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for (auto const& pt : points)
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wpts.emplace_back(dest.GetMapId(), pt.x, pt.y, pt.z);
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lm.setPath(TravelPath(wpts));
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}
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// Underwater fixup — push waypoints submerged below the water
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// surface up to the surface itself, unless the destination is
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// itself underwater.
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if (Map* map = bot->GetMap())
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{
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WorldPosition destWp = dest;
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if (!destWp.isUnderWater())
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{
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for (auto& pt : points)
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{
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WorldPosition wp(dest.GetMapId(), pt.x, pt.y, pt.z);
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if (wp.isUnderWater())
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{
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float surface = map->GetWaterLevel(pt.x, pt.y);
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if (surface != INVALID_HEIGHT && surface > pt.z)
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pt.z = surface;
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}
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}
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}
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}
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for (auto& pt : points)
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bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z);
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// ClipPath — truncate path at first hostile creature within its
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// own attack range. Skipped while in combat or dead.
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if (botAI->GetState() != BOT_STATE_COMBAT && bot->IsAlive())
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{
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GuidVector targets = AI_VALUE(GuidVector, "possible targets");
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if (!targets.empty())
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{
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size_t clipAt = points.size();
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for (size_t i = 0; i < points.size() && clipAt == points.size(); ++i)
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{
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for (ObjectGuid const& guid : targets)
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{
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Unit* unit = botAI->GetUnit(guid);
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if (!unit || !unit->IsAlive())
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continue;
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Creature* cre = unit->ToCreature();
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if (!cre)
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continue;
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if (unit->GetLevel() > bot->GetLevel() + 5)
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continue;
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float range = cre->GetAttackDistance(bot);
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float dx = unit->GetPositionX() - points[i].x;
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float dy = unit->GetPositionY() - points[i].y;
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float dz = unit->GetPositionZ() - points[i].z;
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if (dx * dx + dy * dy + dz * dz > range * range)
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continue;
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if (!unit->IsWithinLOSInMap(bot))
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continue;
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clipAt = i;
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break;
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}
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}
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if (clipAt < points.size() && clipAt + 1 < points.size())
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points.erase(points.begin() + clipAt + 1, points.end());
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}
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}
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if (points.size() < 2)
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return false;
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G3D::Vector3 const& last = points.back();
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float totalDist = 0.f;
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for (size_t i = 1; i < points.size(); ++i)
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totalDist += (points[i] - points[i - 1]).length();
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LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
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// Inactive-bot teleport — when the path is longer than reactDistance
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// and no real player is around to witness, jump to the path tail and
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// schedule a cooldown. Skips cosmetic walking for unobserved random
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// bots. Self-bots are excluded so observed sessions always walk.
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if (sRandomPlayerbotMgr.IsRandomBot(bot))
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{
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WorldPosition tail(dest.GetMapId(), last.x, last.y, last.z);
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time_t now = time(nullptr);
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if (totalDist > sPlayerbotAIConfig.reactDistance &&
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lastMove.nextTeleport <= now &&
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!botAI->HasPlayerNearby(&tail))
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{
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float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f);
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lastMove.nextTeleport = now + (time_t)(totalDist / speed);
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EmitDebugMove("MoveFar", "teleport",
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tail.GetPositionX(), tail.GetPositionY(), tail.GetPositionZ());
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WorldPosition botPos(bot);
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return bot->TeleportTo(dest.GetMapId(),
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tail.GetPositionX(), tail.GetPositionY(),
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tail.GetPositionZ(),
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botPos.getAngleTo(tail));
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}
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}
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// masterWalking — match the master's walk pace when they're nearby
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// and walking. Lets a follower bot trail at walk speed instead of
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// sprinting past. No-op for masterless RPG bots.
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ForcedMovement moveMode = FORCED_MOVEMENT_RUN;
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if (sPlayerbotAIConfig.walkDistance > 0.0f)
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{
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if (Player* master = botAI->GetMaster())
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{
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if (bot->IsFriendlyTo(master) && master->IsWalking() &&
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bot->GetExactDist2d(master) < sPlayerbotAIConfig.walkDistance)
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{
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moveMode = FORCED_MOVEMENT_WALK;
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}
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}
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}
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// Pre-dispatch state cleanup. Clear emote / stand up / interrupt
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// any non-melee cast so the spline can begin without state conflicts.
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bot->ClearEmoteState();
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if (!bot->IsStandState())
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bot->SetStandState(UNIT_STAND_STATE_STAND);
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if (bot->IsNonMeleeSpellCast(true))
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bot->InterruptNonMeleeSpells(true);
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bot->GetMotionMaster()->Clear();
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bot->GetMotionMaster()->MoveSplinePath(&points, moveMode);
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EmitDebugMove("MoveFar", label, last.x, last.y, last.z);
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// WaitForReach scheduling.
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// waitDist = (totalDist > reactDistance) ? totalDist - 10 : totalDist
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// duration = 1000 * (waitDist / speed) + reactDelay, capped at maxWaitForMove
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float waitDist = totalDist > sPlayerbotAIConfig.reactDistance
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? std::max(totalDist - 10.0f, 0.0f) : totalDist;
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UnitMoveType const speedType = (moveMode == FORCED_MOVEMENT_WALK) ? MOVE_WALK : MOVE_RUN;
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float speed = std::max(bot->GetSpeed(speedType), 0.1f);
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float duration = 1000.0f * (waitDist / speed) + sPlayerbotAIConfig.reactDelay;
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duration = std::min(duration, (float)sPlayerbotAIConfig.maxWaitForMove);
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if (duration < 0.0f)
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duration = 0.0f;
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lastMove.Set(bot->GetMapId(), last.x, last.y, last.z,
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bot->GetOrientation(), (uint32)duration,
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MovementPriority::MOVEMENT_NORMAL);
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return true;
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}
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void NewRpgBaseAction::StartTravelPlan(WorldPosition dest)
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{
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TravelPlan& plan = botAI->rpgInfo.travelPlan;
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GetTravelPlan(plan, dest);
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LOG_DEBUG("playerbots","[New RPG] Bot {} starting travel plan to ({:.0f},{:.0f},{:.0f}) map={}, {} points",
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bot->GetName(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.GetMapId(), plan.steps.size());
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}
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bool NewRpgBaseAction::UpdateTravelPlan()
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{
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TravelPlan& plan = botAI->rpgInfo.travelPlan;
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bool result = ExecuteTravelPlan(plan);
|
|
|
|
if (!plan.IsActive())
|
|
botAI->rpgInfo.ClearTravel();
|
|
|
|
return result;
|
|
}
|
|
|
|
bool NewRpgBaseAction::MoveWorldObjectTo(ObjectGuid guid, float distance)
|
|
{
|
|
WorldObject* object = botAI->GetWorldObject(guid);
|
|
if (!object)
|
|
return false;
|
|
|
|
float x = object->GetPositionX();
|
|
float y = object->GetPositionY();
|
|
float z = object->GetPositionZ();
|
|
float angle = 0.f;
|
|
|
|
if (!object->ToUnit() || !object->ToUnit()->isMoving())
|
|
angle = object->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); // Closest 45 degrees towards the target
|
|
else
|
|
angle = object->GetOrientation() +
|
|
(M_PI * irand(-25, 25) / 100.0); // 45 degrees infront of target (leading it's movement)
|
|
|
|
float rnd = rand_norm();
|
|
x += cos(angle) * distance * rnd;
|
|
y += sin(angle) * distance * rnd;
|
|
if (!object->GetMap()->CheckCollisionAndGetValidCoords(object, object->GetPositionX(), object->GetPositionY(),
|
|
object->GetPositionZ(), x, y, z))
|
|
{
|
|
x = object->GetPositionX();
|
|
y = object->GetPositionY();
|
|
z = object->GetPositionZ();
|
|
}
|
|
// Delegate to MoveFarTo so every approach gets the chained mmap
|
|
// probe + spellDistance shortcut + travel-node fallback instead
|
|
// of a single direct MoveTo. The debug-move trace then labels
|
|
// the actual mechanism (spline / mmap / nodetravel) rather than
|
|
// a generic "MoveWorldObjectTo:spline".
|
|
return MoveFarTo(WorldPosition(object->GetMapId(), x, y, z));
|
|
}
|
|
|
|
bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority, WorldObject* center)
|
|
{
|
|
if (IsWaitingForLastMove(priority))
|
|
return false;
|
|
|
|
Map* map = bot->GetMap();
|
|
const float x = bot->GetPositionX();
|
|
const float y = bot->GetPositionY();
|
|
const float z = bot->GetPositionZ();
|
|
// Previously: attempts = 1. A single random sample often landed in
|
|
// water / blocked geometry / unreachable poly, the function returned
|
|
// false, and the caller had no fallback — bot stood still. Retry a
|
|
// handful of times with a fresh distance each loop so a bad roll
|
|
// doesn't lock the bot in place.
|
|
for (int attempt = 0; attempt < 8; ++attempt)
|
|
{
|
|
float distance = (0.4f + rand_norm() * 0.6f) * moveStep;
|
|
float angle = (float)rand_norm() * 2 * static_cast<float>(M_PI);
|
|
float dx = x + distance * cos(angle);
|
|
float dy = y + distance * sin(angle);
|
|
float dz = z;
|
|
|
|
PathResult path = GeneratePath(dx, dy, dz, RELAXED_PATH_ACCEPT_MASK, /*forceDestination=*/false);
|
|
|
|
if (!path.reachable)
|
|
continue;
|
|
|
|
if (!map->CanReachPositionAndGetValidCoords(bot, dx, dy, dz))
|
|
continue;
|
|
|
|
if (map->IsInWater(bot->GetPhaseMask(), dx, dy, dz, bot->GetCollisionHeight()))
|
|
continue;
|
|
|
|
bool moved = MoveTo(bot->GetMapId(), dx, dy, dz, false, false, false, true, priority);
|
|
if (moved)
|
|
{
|
|
EmitDebugMove("MoveRandomNear", "mmap", dx, dy, dz);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
EmitDebugMove("MoveRandomNear", "all-fail", x, y, z);
|
|
return false;
|
|
}
|
|
|
|
bool NewRpgBaseAction::ForceToWait(uint32 duration, MovementPriority priority)
|
|
{
|
|
AI_VALUE(LastMovement&, "last movement")
|
|
.Set(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetOrientation(),
|
|
duration, priority);
|
|
return true;
|
|
}
|
|
|
|
bool NewRpgBaseAction::TakeFlight(std::vector<uint32> const& taxiNodes, Creature* flightMaster)
|
|
{
|
|
if (taxiNodes.size() < 2 || !flightMaster || !flightMaster->IsAlive())
|
|
return false;
|
|
|
|
botAI->RemoveShapeshift();
|
|
if (bot->IsMounted())
|
|
bot->Dismount();
|
|
|
|
if (!bot->ActivateTaxiPathTo(taxiNodes, flightMaster, 0))
|
|
{
|
|
LOG_DEBUG("playerbots", "[New RPG] Bot {} flight ({} nodes, {} to {}) failed",
|
|
bot->GetName(), taxiNodes.size(), taxiNodes.front(), taxiNodes.back());
|
|
return false;
|
|
}
|
|
|
|
LOG_DEBUG("playerbots", "[New RPG] Bot {} taking flight ({} nodes, {} to {})",
|
|
bot->GetName(), taxiNodes.size(), taxiNodes.front(), taxiNodes.back());
|
|
EmitDebugMove("TravelPlan:flight", "taxi", flightMaster->GetPositionX(), flightMaster->GetPositionY(),
|
|
flightMaster->GetPositionZ());
|
|
return true;
|
|
}
|
|
|
|
/// @TODO: Fix redundant code
|
|
/// Quest related method refer to TalkToQuestGiverAction.h
|
|
bool NewRpgBaseAction::InteractWithNpcOrGameObjectForQuest(ObjectGuid guid)
|
|
{
|
|
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid);
|
|
if (!object || !bot->CanInteractWithQuestGiver(object))
|
|
return false;
|
|
|
|
// Creature* creature = bot->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
|
|
// if (creature)
|
|
// {
|
|
// WorldPacket packet(CMSG_GOSSIP_HELLO);
|
|
// packet << guid;
|
|
// bot->GetSession()->HandleGossipHelloOpcode(packet);
|
|
// }
|
|
|
|
bot->PrepareQuestMenu(guid);
|
|
const QuestMenu& menu = bot->PlayerTalkClass->GetQuestMenu();
|
|
if (menu.Empty())
|
|
return true;
|
|
|
|
for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++)
|
|
{
|
|
const QuestMenuItem& item = menu.GetItem(idx);
|
|
const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId);
|
|
if (!quest)
|
|
continue;
|
|
|
|
const QuestStatus& status = bot->GetQuestStatus(item.QuestId);
|
|
if (status == QUEST_STATUS_NONE && bot->CanTakeQuest(quest, false) && bot->CanAddQuest(quest, false) &&
|
|
IsQuestWorthDoing(quest) && IsQuestCapableDoing(quest))
|
|
{
|
|
AcceptQuest(quest, guid);
|
|
if (botAI->GetMaster())
|
|
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
|
|
"new_rpg_quest_accepted",
|
|
"Quest accepted %quest",
|
|
{{"%quest", ChatHelper::FormatQuest(quest)}}));
|
|
BroadcastHelper::BroadcastQuestAccepted(botAI, bot, quest);
|
|
botAI->rpgStatistic.questAccepted++;
|
|
LOG_DEBUG("playerbots", "[New RPG] {} accept quest {}", bot->GetName(), quest->GetQuestId());
|
|
}
|
|
if (status == QUEST_STATUS_COMPLETE && bot->CanRewardQuest(quest, 0, false))
|
|
{
|
|
TurnInQuest(quest, guid);
|
|
if (botAI->GetMaster())
|
|
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
|
|
"new_rpg_quest_rewarded",
|
|
"Quest rewarded %quest",
|
|
{{"%quest", ChatHelper::FormatQuest(quest)}}));
|
|
BroadcastHelper::BroadcastQuestTurnedIn(botAI, bot, quest);
|
|
botAI->rpgStatistic.questRewarded++;
|
|
LOG_DEBUG("playerbots", "[New RPG] {} turned in quest {}", bot->GetName(), quest->GetQuestId());
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool NewRpgBaseAction::CanInteractWithQuestGiver(Object* questGiver)
|
|
{
|
|
// This is a variant of Player::CanInteractWithQuestGiver
|
|
// that removes the distance check and keeps all other checks
|
|
switch (questGiver->GetTypeId())
|
|
{
|
|
case TYPEID_UNIT: // Player::GetNPCIfCanInteractWith
|
|
{
|
|
ObjectGuid guid = questGiver->GetGUID();
|
|
|
|
// unit checks
|
|
if (!guid)
|
|
return false;
|
|
|
|
if (!bot->IsInWorld() || bot->IsDuringRemoveFromWorld())
|
|
return false;
|
|
|
|
if (bot->IsInFlight())
|
|
return false;
|
|
|
|
// exist (we need look pets also for some interaction (quest/etc)
|
|
Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*bot, guid);
|
|
if (!creature)
|
|
return false;
|
|
|
|
// Deathstate checks
|
|
if (!bot->IsAlive() &&
|
|
!(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_VISIBLE_TO_GHOSTS))
|
|
return false;
|
|
|
|
// alive or spirit healer
|
|
if (!creature->IsAlive() &&
|
|
!(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_INTERACT_WHILE_DEAD))
|
|
return false;
|
|
|
|
// appropriate npc type
|
|
if (!creature->HasNpcFlag(UNIT_NPC_FLAG_QUESTGIVER))
|
|
return false;
|
|
|
|
// not allow interaction under control, but allow with own pets
|
|
if (creature->GetCharmerGUID())
|
|
return false;
|
|
|
|
// xinef: perform better check
|
|
if (creature->GetReactionTo(bot) <= REP_UNFRIENDLY)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
case TYPEID_GAMEOBJECT: // Player::GetGameObjectIfCanInteractWith
|
|
{
|
|
ObjectGuid guid = questGiver->GetGUID();
|
|
|
|
if (GameObject* go = bot->GetMap()->GetGameObject(guid))
|
|
{
|
|
if (go->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
|
|
{
|
|
// Players cannot interact with gameobjects that use the "Point" icon
|
|
if (go->GetGOInfo()->IconName == "Point")
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
// unused for now
|
|
// case TYPEID_PLAYER:
|
|
// return bot->IsAlive() && questGiver->ToPlayer()->IsAlive();
|
|
// case TYPEID_ITEM:
|
|
// return bot->IsAlive();
|
|
default:
|
|
break;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool NewRpgBaseAction::IsWithinInteractionDist(Object* questGiver)
|
|
{
|
|
// This is a variant of Player::CanInteractWithQuestGiver
|
|
// that only keep the distance check
|
|
switch (questGiver->GetTypeId())
|
|
{
|
|
case TYPEID_UNIT:
|
|
{
|
|
ObjectGuid guid = questGiver->GetGUID();
|
|
// unit checks
|
|
if (!guid)
|
|
return false;
|
|
|
|
// exist (we need look pets also for some interaction (quest/etc)
|
|
Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*bot, guid);
|
|
if (!creature)
|
|
return false;
|
|
|
|
if (!creature->IsWithinDistInMap(bot, INTERACTION_DISTANCE))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
case TYPEID_GAMEOBJECT:
|
|
{
|
|
ObjectGuid guid = questGiver->GetGUID();
|
|
if (GameObject* go = bot->GetMap()->GetGameObject(guid))
|
|
{
|
|
if (go->IsWithinDistInMap(bot))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
// case TYPEID_PLAYER:
|
|
// return bot->IsAlive() && questGiver->ToPlayer()->IsAlive();
|
|
// case TYPEID_ITEM:
|
|
// return bot->IsAlive();
|
|
default:
|
|
break;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool NewRpgBaseAction::AcceptQuest(Quest const* quest, ObjectGuid guid)
|
|
{
|
|
WorldPacket p(CMSG_QUESTGIVER_ACCEPT_QUEST);
|
|
uint32 unk1 = 0;
|
|
p << guid << quest->GetQuestId() << unk1;
|
|
p.rpos(0);
|
|
bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(p);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool NewRpgBaseAction::TurnInQuest(Quest const* quest, ObjectGuid guid)
|
|
{
|
|
uint32 questID = quest->GetQuestId();
|
|
|
|
if (bot->GetQuestRewardStatus(questID))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!bot->CanRewardQuest(quest, false))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bot->PlayDistanceSound(621);
|
|
|
|
WorldPacket p(CMSG_QUESTGIVER_CHOOSE_REWARD);
|
|
p << guid << quest->GetQuestId();
|
|
if (quest->GetRewChoiceItemsCount() <= 1)
|
|
{
|
|
p << 0;
|
|
bot->GetSession()->HandleQuestgiverChooseRewardOpcode(p);
|
|
}
|
|
else
|
|
{
|
|
uint32 bestId = BestRewardIndex(quest);
|
|
p << bestId;
|
|
bot->GetSession()->HandleQuestgiverChooseRewardOpcode(p);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
uint32 NewRpgBaseAction::BestRewardIndex(Quest const* quest)
|
|
{
|
|
ItemIds returnIds;
|
|
ItemUsage bestUsage = ITEM_USAGE_NONE;
|
|
if (quest->GetRewChoiceItemsCount() <= 1)
|
|
return 0;
|
|
else
|
|
{
|
|
for (uint8 i = 0; i < quest->GetRewChoiceItemsCount(); ++i)
|
|
{
|
|
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", quest->RewardChoiceItemId[i]);
|
|
if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE)
|
|
bestUsage = ITEM_USAGE_EQUIP;
|
|
else if (usage == ITEM_USAGE_BAD_EQUIP && bestUsage != ITEM_USAGE_EQUIP)
|
|
bestUsage = usage;
|
|
else if (usage != ITEM_USAGE_NONE && bestUsage == ITEM_USAGE_NONE)
|
|
bestUsage = usage;
|
|
}
|
|
StatsWeightCalculator calc(bot);
|
|
uint32 best = 0;
|
|
float bestScore = 0;
|
|
for (uint8 i = 0; i < quest->GetRewChoiceItemsCount(); ++i)
|
|
{
|
|
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", quest->RewardChoiceItemId[i]);
|
|
if (usage == bestUsage || usage == ITEM_USAGE_REPLACE)
|
|
{
|
|
float score = calc.CalculateItem(quest->RewardChoiceItemId[i]);
|
|
if (score > bestScore)
|
|
{
|
|
bestScore = score;
|
|
best = i;
|
|
}
|
|
}
|
|
}
|
|
return best;
|
|
}
|
|
}
|
|
|
|
bool NewRpgBaseAction::IsQuestWorthDoing(Quest const* quest)
|
|
{
|
|
bool isLowLevelQuest =
|
|
bot->GetLevel() > (bot->GetQuestLevel(quest) + sWorld->getIntConfig(CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF));
|
|
|
|
if (isLowLevelQuest)
|
|
return false;
|
|
|
|
if (quest->IsRepeatable())
|
|
return false;
|
|
|
|
if (quest->IsSeasonal())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool NewRpgBaseAction::IsQuestCapableDoing(Quest const* quest)
|
|
{
|
|
bool highLevelQuest = bot->GetLevel() + 3 < bot->GetQuestLevel(quest);
|
|
if (highLevelQuest)
|
|
return false;
|
|
|
|
// Elite quest and dungeon quest etc
|
|
if (quest->GetType() != 0)
|
|
return false;
|
|
|
|
// now we only capable of doing solo quests
|
|
if (quest->GetSuggestedPlayers() >= 2)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool NewRpgBaseAction::OrganizeQuestLog()
|
|
{
|
|
int32 freeSlotNum = 0;
|
|
|
|
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
|
|
{
|
|
uint32 questId = bot->GetQuestSlotQuestId(i);
|
|
if (!questId)
|
|
freeSlotNum++;
|
|
}
|
|
|
|
// it's ok if we have two more free slots
|
|
if (freeSlotNum >= 2)
|
|
return false;
|
|
|
|
int32 dropped = 0;
|
|
// remove quests that not worth doing or not capable of doing
|
|
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
|
|
{
|
|
uint32 questId = bot->GetQuestSlotQuestId(i);
|
|
if (!questId)
|
|
continue;
|
|
|
|
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
|
|
if (!IsQuestWorthDoing(quest) || !IsQuestCapableDoing(quest) ||
|
|
bot->GetQuestStatus(questId) == QUEST_STATUS_FAILED)
|
|
{
|
|
LOG_DEBUG("playerbots", "[New RPG] {} drop quest {}", bot->GetName(), questId);
|
|
WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST);
|
|
packet << (uint8)i;
|
|
bot->GetSession()->HandleQuestLogRemoveQuest(packet);
|
|
if (botAI->GetMaster())
|
|
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
|
|
"new_rpg_quest_dropped",
|
|
"Quest dropped %quest",
|
|
{{"%quest", ChatHelper::FormatQuest(quest)}}));
|
|
botAI->rpgStatistic.questDropped++;
|
|
dropped++;
|
|
}
|
|
}
|
|
|
|
// drop more than 8 quests at once to avoid repeated accept and drop
|
|
if (dropped >= 8)
|
|
return true;
|
|
|
|
// remove festival/class quests and quests in different zone
|
|
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
|
|
{
|
|
uint32 questId = bot->GetQuestSlotQuestId(i);
|
|
if (!questId)
|
|
continue;
|
|
|
|
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
|
|
const int64_t botZoneId = this->bot->GetZoneId();
|
|
|
|
if (quest->GetZoneOrSort() < 0 || (quest->GetZoneOrSort() > 0 && quest->GetZoneOrSort() != botZoneId))
|
|
{
|
|
LOG_DEBUG("playerbots", "[New RPG] {} drop quest {}", bot->GetName(), questId);
|
|
WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST);
|
|
packet << (uint8)i;
|
|
bot->GetSession()->HandleQuestLogRemoveQuest(packet);
|
|
if (botAI->GetMaster())
|
|
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
|
|
"new_rpg_quest_dropped",
|
|
"Quest dropped %quest",
|
|
{{"%quest", ChatHelper::FormatQuest(quest)}}));
|
|
botAI->rpgStatistic.questDropped++;
|
|
dropped++;
|
|
}
|
|
}
|
|
|
|
if (dropped >= 8)
|
|
return true;
|
|
|
|
// clear quests log
|
|
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
|
|
{
|
|
uint32 questId = bot->GetQuestSlotQuestId(i);
|
|
if (!questId)
|
|
continue;
|
|
|
|
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
|
|
LOG_DEBUG("playerbots", "[New RPG] {} drop quest {}", bot->GetName(), questId);
|
|
WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST);
|
|
packet << (uint8)i;
|
|
bot->GetSession()->HandleQuestLogRemoveQuest(packet);
|
|
if (botAI->GetMaster())
|
|
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
|
|
"new_rpg_quest_dropped",
|
|
"Quest dropped %quest",
|
|
{{"%quest", ChatHelper::FormatQuest(quest)}}));
|
|
botAI->rpgStatistic.questDropped++;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool NewRpgBaseAction::SearchQuestGiverAndAcceptOrReward()
|
|
{
|
|
OrganizeQuestLog();
|
|
if (ObjectGuid npcOrGo = ChooseNpcOrGameObjectToInteract(true, 80.0f))
|
|
{
|
|
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, npcOrGo);
|
|
if (bot->CanInteractWithQuestGiver(object))
|
|
{
|
|
InteractWithNpcOrGameObjectForQuest(npcOrGo);
|
|
ForceToWait(5000);
|
|
return true;
|
|
}
|
|
return MoveWorldObjectTo(npcOrGo);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool BotNeedsItemForQuest(Player* bot, uint32 itemId)
|
|
{
|
|
for (uint16 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
|
|
{
|
|
uint32 questId = bot->GetQuestSlotQuestId(slot);
|
|
if (!questId)
|
|
continue;
|
|
if (bot->GetQuestStatus(questId) != QUEST_STATUS_INCOMPLETE)
|
|
continue;
|
|
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
|
|
if (!quest)
|
|
continue;
|
|
QuestStatusData const& qs = bot->getQuestStatusMap().at(questId);
|
|
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
|
|
{
|
|
if (!quest->RequiredItemCount[i])
|
|
continue;
|
|
if (qs.ItemCount[i] >= quest->RequiredItemCount[i])
|
|
continue;
|
|
if (quest->RequiredItemId[i] == itemId)
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool NewRpgBaseAction::TryLootQuestGO(ObjectGuid& pursuedGO, float searchRange)
|
|
{
|
|
if (!bot->IsAlive() || bot->IsBeingTeleported() || bot->IsInFlight() ||
|
|
bot->GetVehicle() || bot->GetTransport())
|
|
return false;
|
|
|
|
// valid = spawned, selectable, holds a quest item we still need.
|
|
// INTERACT_COND is fine — ConditionMgr already gates on quest state.
|
|
auto isValidTarget = [&](GameObject* go) -> bool
|
|
{
|
|
if (!go || !go->IsInWorld() || !go->isSpawned())
|
|
return false;
|
|
if (!(go->GetPhaseMask() & bot->GetPhaseMask()))
|
|
return false;
|
|
if (go->HasGameObjectFlag(GO_FLAG_NOT_SELECTABLE))
|
|
return false;
|
|
GameObjectTemplate const* info = go->GetGOInfo();
|
|
if (!info)
|
|
return false;
|
|
|
|
// per-player quest drops via gameobject_questitem (Webwood Eggs…)
|
|
if (GameObjectQuestItemList const* items =
|
|
sObjectMgr->GetGameObjectQuestItemList(go->GetEntry()))
|
|
{
|
|
for (size_t i = 0; i < MAX_GAMEOBJECT_QUEST_ITEMS && i < items->size(); ++i)
|
|
{
|
|
uint32 itemId = uint32((*items)[i]);
|
|
if (!itemId)
|
|
continue;
|
|
if (BotNeedsItemForQuest(bot, itemId))
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// standard loot template (chests, fishing holes)
|
|
if (uint32 lootId = info->GetLootId())
|
|
{
|
|
if (LootTemplates_Gameobject.HaveQuestLootForPlayer(lootId, bot))
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
// 2.5y sits inside the 3.5y loot gate with headroom
|
|
const float lootRange = 2.5f;
|
|
|
|
// stick with the committed target — re-picking nearest every tick
|
|
// causes zig-zag walks in dense spawn clusters
|
|
if (pursuedGO)
|
|
{
|
|
GameObject* existing = botAI->GetGameObject(pursuedGO);
|
|
if (existing && isValidTarget(existing) &&
|
|
bot->GetDistance(existing) <= searchRange)
|
|
{
|
|
if (bot->GetDistance(existing) > lootRange)
|
|
return MoveWorldObjectTo(existing->GetGUID(), lootRange);
|
|
// in range — loot strategy opens it
|
|
return true;
|
|
}
|
|
pursuedGO.Clear();
|
|
}
|
|
|
|
GuidVector possibleGameObjects = AI_VALUE(GuidVector, "possible new rpg game objects");
|
|
if (possibleGameObjects.empty())
|
|
return false;
|
|
|
|
GameObject* best = nullptr;
|
|
float bestDist = searchRange;
|
|
for (ObjectGuid guid : possibleGameObjects)
|
|
{
|
|
GameObject* go = botAI->GetGameObject(guid);
|
|
if (!isValidTarget(go))
|
|
continue;
|
|
float d = bot->GetDistance(go);
|
|
if (d >= bestDist)
|
|
continue;
|
|
best = go;
|
|
bestDist = d;
|
|
}
|
|
if (!best)
|
|
return false;
|
|
|
|
// commit
|
|
pursuedGO = best->GetGUID();
|
|
|
|
if (bot->GetDistance(best) > lootRange)
|
|
return MoveWorldObjectTo(best->GetGUID(), lootRange);
|
|
|
|
// in range — consume the tick so we don't fall through to wander
|
|
return true;
|
|
}
|
|
|
|
bool NewRpgBaseAction::TryUseQuestGO(ObjectGuid& pursuedGO, float searchRange)
|
|
{
|
|
if (!bot->IsAlive() || bot->IsBeingTeleported() || bot->IsInFlight() ||
|
|
bot->GetVehicle() || bot->GetTransport())
|
|
return false;
|
|
|
|
std::unordered_set<uint32> neededGoEntries;
|
|
for (uint16 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
|
|
{
|
|
uint32 questId = bot->GetQuestSlotQuestId(slot);
|
|
if (!questId)
|
|
continue;
|
|
if (bot->GetQuestStatus(questId) != QUEST_STATUS_INCOMPLETE)
|
|
continue;
|
|
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
|
|
if (!quest)
|
|
continue;
|
|
QuestStatusData const& qs = bot->getQuestStatusMap().at(questId);
|
|
for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
|
|
{
|
|
int32 entry = quest->RequiredNpcOrGo[i];
|
|
if (entry >= 0)
|
|
continue;
|
|
if (qs.CreatureOrGOCount[i] >= quest->RequiredNpcOrGoCount[i])
|
|
continue;
|
|
neededGoEntries.insert(uint32(-entry));
|
|
}
|
|
}
|
|
if (neededGoEntries.empty())
|
|
return false;
|
|
|
|
auto isValidTarget = [&](GameObject* go) -> bool
|
|
{
|
|
if (!go || !go->IsInWorld() || !go->isSpawned())
|
|
return false;
|
|
if (!(go->GetPhaseMask() & bot->GetPhaseMask()))
|
|
return false;
|
|
if (go->HasGameObjectFlag(GO_FLAG_NOT_SELECTABLE))
|
|
return false;
|
|
return neededGoEntries.count(go->GetEntry()) > 0;
|
|
};
|
|
|
|
// commitment first
|
|
if (pursuedGO)
|
|
{
|
|
GameObject* existing = botAI->GetGameObject(pursuedGO);
|
|
if (existing && isValidTarget(existing) &&
|
|
bot->GetDistance(existing) <= searchRange)
|
|
{
|
|
if (bot->GetDistance(existing) > INTERACTION_DISTANCE)
|
|
return MoveWorldObjectTo(existing->GetGUID(), INTERACTION_DISTANCE);
|
|
existing->Use(bot);
|
|
ForceToWait(2000);
|
|
pursuedGO.Clear();
|
|
return true;
|
|
}
|
|
pursuedGO.Clear();
|
|
}
|
|
|
|
GuidVector possibleGameObjects = AI_VALUE(GuidVector, "possible new rpg game objects");
|
|
GameObject* best = nullptr;
|
|
float bestDist = searchRange;
|
|
for (ObjectGuid guid : possibleGameObjects)
|
|
{
|
|
GameObject* go = botAI->GetGameObject(guid);
|
|
if (!isValidTarget(go))
|
|
continue;
|
|
float d = bot->GetDistance(go);
|
|
if (d >= bestDist)
|
|
continue;
|
|
best = go;
|
|
bestDist = d;
|
|
}
|
|
if (!best)
|
|
return false;
|
|
|
|
pursuedGO = best->GetGUID();
|
|
|
|
if (bot->GetDistance(best) > INTERACTION_DISTANCE)
|
|
return MoveWorldObjectTo(best->GetGUID(), INTERACTION_DISTANCE);
|
|
|
|
best->Use(bot);
|
|
ForceToWait(2000);
|
|
pursuedGO.Clear();
|
|
return true;
|
|
}
|
|
|
|
bool NewRpgBaseAction::TryUseQuestItem(ObjectGuid& pursuedGO, ObjectGuid& pursuedTarget, float searchRange)
|
|
{
|
|
if (!bot->IsAlive() || bot->IsBeingTeleported() || bot->IsInFlight() ||
|
|
bot->GetVehicle() || bot->GetTransport())
|
|
return false;
|
|
|
|
std::unordered_set<uint32> candidateItemEntries;
|
|
// src items (the quest gave the bot a single item to use); branch C
|
|
// (self/area cast) is only safe to fire on these — auto-firing every
|
|
// ItemDrop on self can burn kill-credit sentinels and trigger
|
|
// unintended scripted side effects.
|
|
std::unordered_set<uint32> srcItemEntries;
|
|
std::unordered_set<uint32> neededCreatureEntries;
|
|
for (uint16 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
|
|
{
|
|
uint32 questId = bot->GetQuestSlotQuestId(slot);
|
|
if (!questId)
|
|
continue;
|
|
if (bot->GetQuestStatus(questId) != QUEST_STATUS_INCOMPLETE)
|
|
continue;
|
|
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
|
|
if (!quest)
|
|
continue;
|
|
if (uint32 src = quest->GetSrcItemId())
|
|
{
|
|
candidateItemEntries.insert(src);
|
|
srcItemEntries.insert(src);
|
|
}
|
|
// handed out by the quest (brands, flares, nets, standards)
|
|
for (int i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
|
|
{
|
|
if (uint32 drop = quest->ItemDrop[i])
|
|
candidateItemEntries.insert(drop);
|
|
}
|
|
QuestStatusData const& qs = bot->getQuestStatusMap().at(questId);
|
|
for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
|
|
{
|
|
int32 entry = quest->RequiredNpcOrGo[i];
|
|
if (entry <= 0)
|
|
continue;
|
|
if (qs.CreatureOrGOCount[i] >= quest->RequiredNpcOrGoCount[i])
|
|
continue;
|
|
neededCreatureEntries.insert(uint32(entry));
|
|
}
|
|
}
|
|
if (candidateItemEntries.empty())
|
|
return false;
|
|
|
|
for (uint32 itemEntry : candidateItemEntries)
|
|
{
|
|
Item* item = bot->GetItemByEntry(itemEntry);
|
|
if (!item)
|
|
continue;
|
|
ItemTemplate const* proto = item->GetTemplate();
|
|
if (!proto)
|
|
continue;
|
|
uint32 useSpellId = 0;
|
|
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
|
|
{
|
|
if (proto->Spells[i].SpellTrigger != ITEM_SPELLTRIGGER_ON_USE)
|
|
continue;
|
|
if (proto->Spells[i].SpellId <= 0)
|
|
continue;
|
|
useSpellId = proto->Spells[i].SpellId;
|
|
break;
|
|
}
|
|
if (!useSpellId)
|
|
continue;
|
|
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(useSpellId);
|
|
if (!spellInfo)
|
|
continue;
|
|
|
|
// A: spell needs a focus GO (moonwell / lectern / anvil)
|
|
if (uint32 focusId = spellInfo->RequiresSpellFocus)
|
|
{
|
|
auto focusRadius = [](GameObject* go) -> float
|
|
{
|
|
GameObjectTemplate const* info = go->GetGOInfo();
|
|
// half radius so we end up inside, not on the rim
|
|
return std::max<float>(1.0f, float(info->spellFocus.dist) * 0.5f);
|
|
};
|
|
auto isValidFocus = [&](GameObject* go) -> bool
|
|
{
|
|
if (!go || !go->IsInWorld() || !go->isSpawned())
|
|
return false;
|
|
if (!(go->GetPhaseMask() & bot->GetPhaseMask()))
|
|
return false;
|
|
if (go->HasGameObjectFlag(GO_FLAG_NOT_SELECTABLE))
|
|
return false;
|
|
GameObjectTemplate const* info = go->GetGOInfo();
|
|
if (!info || info->type != GAMEOBJECT_TYPE_SPELL_FOCUS)
|
|
return false;
|
|
return info->spellFocus.focusId == focusId;
|
|
};
|
|
|
|
// commitment first
|
|
if (pursuedGO)
|
|
{
|
|
GameObject* existing = botAI->GetGameObject(pursuedGO);
|
|
if (existing && isValidFocus(existing) &&
|
|
bot->GetDistance(existing) <= searchRange)
|
|
{
|
|
float radius = focusRadius(existing);
|
|
if (bot->GetDistance(existing) > radius)
|
|
return MoveWorldObjectTo(existing->GetGUID(), radius);
|
|
SpellCastTargets targets;
|
|
bot->CastItemUseSpell(item, targets, 1, 0);
|
|
ForceToWait(2000);
|
|
pursuedGO.Clear();
|
|
return true;
|
|
}
|
|
pursuedGO.Clear();
|
|
}
|
|
|
|
GuidVector possibleGameObjects = AI_VALUE(GuidVector, "possible new rpg game objects");
|
|
GameObject* best = nullptr;
|
|
float bestDist = searchRange;
|
|
float bestRadius = INTERACTION_DISTANCE;
|
|
for (ObjectGuid guid : possibleGameObjects)
|
|
{
|
|
GameObject* go = botAI->GetGameObject(guid);
|
|
if (!isValidFocus(go))
|
|
continue;
|
|
float d = bot->GetDistance(go);
|
|
if (d >= bestDist)
|
|
continue;
|
|
best = go;
|
|
bestDist = d;
|
|
bestRadius = focusRadius(go);
|
|
}
|
|
if (best)
|
|
{
|
|
pursuedGO = best->GetGUID();
|
|
if (bot->GetDistance(best) > bestRadius)
|
|
return MoveWorldObjectTo(best->GetGUID(), bestRadius);
|
|
SpellCastTargets targets;
|
|
bot->CastItemUseSpell(item, targets, 1, 0);
|
|
ForceToWait(2000);
|
|
pursuedGO.Clear();
|
|
return true;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// B: spell needs a unit target — walk to the required creature
|
|
if (spellInfo->NeedsExplicitUnitTarget() && !neededCreatureEntries.empty())
|
|
{
|
|
auto isValidCreature = [&](Creature* c) -> bool
|
|
{
|
|
if (!c || !c->IsInWorld() || !c->IsAlive())
|
|
return false;
|
|
if (!(c->GetPhaseMask() & bot->GetPhaseMask()))
|
|
return false;
|
|
return neededCreatureEntries.count(c->GetEntry()) > 0;
|
|
};
|
|
|
|
// commitment first
|
|
if (pursuedTarget)
|
|
{
|
|
Creature* existing = botAI->GetCreature(pursuedTarget);
|
|
if (existing && isValidCreature(existing) &&
|
|
bot->GetDistance(existing) <= searchRange)
|
|
{
|
|
if (bot->GetDistance(existing) > INTERACTION_DISTANCE)
|
|
return MoveWorldObjectTo(existing->GetGUID(), INTERACTION_DISTANCE);
|
|
SpellCastTargets targets;
|
|
targets.SetUnitTarget(existing);
|
|
bot->CastItemUseSpell(item, targets, 1, 0);
|
|
ForceToWait(2000);
|
|
pursuedTarget.Clear();
|
|
return true;
|
|
}
|
|
pursuedTarget.Clear();
|
|
}
|
|
|
|
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible new rpg targets");
|
|
Creature* best = nullptr;
|
|
float bestDist = searchRange;
|
|
for (ObjectGuid guid : possibleTargets)
|
|
{
|
|
Creature* c = botAI->GetCreature(guid);
|
|
if (!isValidCreature(c))
|
|
continue;
|
|
float d = bot->GetDistance(c);
|
|
if (d >= bestDist)
|
|
continue;
|
|
best = c;
|
|
bestDist = d;
|
|
}
|
|
if (best)
|
|
{
|
|
pursuedTarget = best->GetGUID();
|
|
if (bot->GetDistance(best) > INTERACTION_DISTANCE)
|
|
return MoveWorldObjectTo(best->GetGUID(), INTERACTION_DISTANCE);
|
|
SpellCastTargets targets;
|
|
targets.SetUnitTarget(best);
|
|
bot->CastItemUseSpell(item, targets, 1, 0);
|
|
ForceToWait(2000);
|
|
pursuedTarget.Clear();
|
|
return true;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// C: self / area — fire at bot's position. Restrict to GetSrcItemId
|
|
// items (the single item the quest hands the bot for self-use, e.g.
|
|
// a potion). ItemDrop entries can be kill-credit sentinels or
|
|
// scripted items that should never be auto-used on self.
|
|
if (!srcItemEntries.count(itemEntry))
|
|
continue;
|
|
SpellCastTargets targets;
|
|
if (spellInfo->IsTargetingArea())
|
|
targets.SetDst(*bot);
|
|
else
|
|
targets.SetUnitTarget(bot);
|
|
bot->CastItemUseSpell(item, targets, 1, 0);
|
|
ForceToWait(2000);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool NewRpgBaseAction::HasNearbyQuestMob(float range)
|
|
{
|
|
// kill objectives + mobs that drop required quest items
|
|
std::unordered_set<uint32> neededCreatureEntries;
|
|
std::unordered_set<uint32> neededItemIds;
|
|
for (uint16 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
|
|
{
|
|
uint32 questId = bot->GetQuestSlotQuestId(slot);
|
|
if (!questId)
|
|
continue;
|
|
if (bot->GetQuestStatus(questId) != QUEST_STATUS_INCOMPLETE)
|
|
continue;
|
|
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
|
|
if (!quest)
|
|
continue;
|
|
QuestStatusData const& qs = bot->getQuestStatusMap().at(questId);
|
|
for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
|
|
{
|
|
int32 entry = quest->RequiredNpcOrGo[i];
|
|
if (entry <= 0)
|
|
continue;
|
|
if (qs.CreatureOrGOCount[i] >= quest->RequiredNpcOrGoCount[i])
|
|
continue;
|
|
neededCreatureEntries.insert(uint32(entry));
|
|
}
|
|
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
|
|
{
|
|
if (!quest->RequiredItemCount[i])
|
|
continue;
|
|
if (qs.ItemCount[i] >= quest->RequiredItemCount[i])
|
|
continue;
|
|
if (quest->RequiredItemId[i])
|
|
neededItemIds.insert(quest->RequiredItemId[i]);
|
|
}
|
|
}
|
|
if (neededCreatureEntries.empty() && neededItemIds.empty())
|
|
return false;
|
|
|
|
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible targets");
|
|
for (ObjectGuid guid : possibleTargets)
|
|
{
|
|
Creature* c = botAI->GetCreature(guid);
|
|
if (!c || !c->IsInWorld() || !c->IsAlive())
|
|
continue;
|
|
if (!(c->GetPhaseMask() & bot->GetPhaseMask()))
|
|
continue;
|
|
if (bot->GetDistance(c) > range)
|
|
continue;
|
|
|
|
// direct kill objective
|
|
if (neededCreatureEntries.count(c->GetEntry()))
|
|
return true;
|
|
|
|
// drops a required quest item — HaveQuestLootForPlayer
|
|
// already filters by what this player still needs
|
|
if (!neededItemIds.empty())
|
|
{
|
|
CreatureTemplate const* tmpl = c->GetCreatureTemplate();
|
|
if (tmpl && tmpl->lootid &&
|
|
LootTemplates_Creature.HaveQuestLootForPlayer(tmpl->lootid, bot))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
ObjectGuid NewRpgBaseAction::ChooseNpcOrGameObjectToInteract(bool questgiverOnly, float distanceLimit)
|
|
{
|
|
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible new rpg targets");
|
|
GuidVector possibleGameObjects = AI_VALUE(GuidVector, "possible new rpg game objects");
|
|
|
|
if (possibleTargets.empty() && possibleGameObjects.empty())
|
|
return ObjectGuid();
|
|
|
|
WorldObject* nearestObject = nullptr;
|
|
for (ObjectGuid& guid : possibleTargets)
|
|
{
|
|
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid);
|
|
|
|
if (!object || !object->IsInWorld())
|
|
continue;
|
|
|
|
if (distanceLimit && bot->GetDistance(object) > distanceLimit)
|
|
continue;
|
|
|
|
if (CanInteractWithQuestGiver(object) && HasQuestToAcceptOrReward(object))
|
|
{
|
|
if (!nearestObject || bot->GetExactDist(nearestObject) > bot->GetExactDist(object))
|
|
nearestObject = object;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (ObjectGuid& guid : possibleGameObjects)
|
|
{
|
|
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid);
|
|
|
|
if (!object || !object->IsInWorld())
|
|
continue;
|
|
|
|
if (distanceLimit && bot->GetDistance(object) > distanceLimit)
|
|
continue;
|
|
|
|
if (CanInteractWithQuestGiver(object) && HasQuestToAcceptOrReward(object))
|
|
{
|
|
if (!nearestObject || bot->GetExactDist(nearestObject) > bot->GetExactDist(object))
|
|
nearestObject = object;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (nearestObject)
|
|
return nearestObject->GetGUID();
|
|
|
|
// No questgiver to accept or reward
|
|
if (questgiverOnly)
|
|
return ObjectGuid();
|
|
|
|
if (possibleTargets.empty())
|
|
return ObjectGuid();
|
|
|
|
int idx = urand(0, possibleTargets.size() - 1);
|
|
ObjectGuid guid = possibleTargets[idx];
|
|
WorldObject* object = ObjectAccessor::GetCreatureOrPetOrVehicle(*bot, guid);
|
|
if (!object)
|
|
object = ObjectAccessor::GetGameObject(*bot, guid);
|
|
|
|
if (object && object->IsInWorld())
|
|
{
|
|
return object->GetGUID();
|
|
}
|
|
return ObjectGuid();
|
|
}
|
|
|
|
bool NewRpgBaseAction::HasQuestToAcceptOrReward(WorldObject* object)
|
|
{
|
|
ObjectGuid guid = object->GetGUID();
|
|
bot->PrepareQuestMenu(guid);
|
|
const QuestMenu& menu = bot->PlayerTalkClass->GetQuestMenu();
|
|
if (menu.Empty())
|
|
return false;
|
|
|
|
for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++)
|
|
{
|
|
const QuestMenuItem& item = menu.GetItem(idx);
|
|
const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId);
|
|
if (!quest)
|
|
continue;
|
|
const QuestStatus& status = bot->GetQuestStatus(item.QuestId);
|
|
if (status == QUEST_STATUS_COMPLETE && bot->CanRewardQuest(quest, 0, false))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++)
|
|
{
|
|
const QuestMenuItem& item = menu.GetItem(idx);
|
|
const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId);
|
|
if (!quest)
|
|
continue;
|
|
|
|
const QuestStatus& status = bot->GetQuestStatus(item.QuestId);
|
|
if (status == QUEST_STATUS_NONE && bot->CanTakeQuest(quest, false) && bot->CanAddQuest(quest, false) &&
|
|
IsQuestWorthDoing(quest) && IsQuestCapableDoing(quest))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static std::vector<float> GenerateRandomWeights(int n)
|
|
{
|
|
std::vector<float> weights(n);
|
|
float sum = 0.0;
|
|
|
|
for (int i = 0; i < n; ++i)
|
|
{
|
|
weights[i] = rand_norm();
|
|
sum += weights[i];
|
|
}
|
|
for (int i = 0; i < n; ++i)
|
|
{
|
|
weights[i] /= sum;
|
|
}
|
|
return weights;
|
|
}
|
|
|
|
bool NewRpgBaseAction::GetQuestPOIPosAndObjectiveIdx(uint32 questId, std::vector<POIInfo>& poiInfo, bool toComplete)
|
|
{
|
|
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
|
|
if (!quest)
|
|
return false;
|
|
|
|
const QuestPOIVector* poiVector = sObjectMgr->GetQuestPOIVector(questId);
|
|
if (!poiVector)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
|
|
|
|
if (toComplete && q_status.Status == QUEST_STATUS_COMPLETE)
|
|
{
|
|
for (const QuestPOI& qPoi : *poiVector)
|
|
{
|
|
if (qPoi.MapId != bot->GetMapId())
|
|
continue;
|
|
|
|
// not the poi pos to reward quest
|
|
if (qPoi.ObjectiveIndex != -1)
|
|
continue;
|
|
|
|
if (qPoi.points.size() == 0)
|
|
continue;
|
|
|
|
float dx = 0, dy = 0;
|
|
std::vector<float> weights = GenerateRandomWeights(qPoi.points.size());
|
|
for (size_t i = 0; i < qPoi.points.size(); i++)
|
|
{
|
|
const QuestPOIPoint& point = qPoi.points[i];
|
|
dx += point.x * weights[i];
|
|
dy += point.y * weights[i];
|
|
}
|
|
|
|
if (bot->GetDistance2d(dx, dy) >= 1500.0f)
|
|
continue;
|
|
|
|
float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
|
|
|
|
if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
|
|
continue;
|
|
|
|
if (bot->GetZoneId() != bot->GetMap()->GetZoneId(bot->GetPhaseMask(), dx, dy, dz))
|
|
continue;
|
|
|
|
poiInfo.push_back({{dx, dy}, qPoi.ObjectiveIndex});
|
|
}
|
|
|
|
if (poiInfo.empty())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
if (q_status.Status != QUEST_STATUS_INCOMPLETE)
|
|
return false;
|
|
|
|
// Get incomplete quest objective index
|
|
std::vector<int32> incompleteObjectiveIdx;
|
|
for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
|
|
{
|
|
int32 npcOrGo = quest->RequiredNpcOrGo[i];
|
|
if (!npcOrGo)
|
|
continue;
|
|
|
|
if (q_status.CreatureOrGOCount[i] < quest->RequiredNpcOrGoCount[i])
|
|
incompleteObjectiveIdx.push_back(i);
|
|
}
|
|
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
|
|
{
|
|
uint32 itemId = quest->RequiredItemId[i];
|
|
if (!itemId)
|
|
continue;
|
|
|
|
if (q_status.ItemCount[i] < quest->RequiredItemCount[i])
|
|
incompleteObjectiveIdx.push_back(QUEST_OBJECTIVES_COUNT + i);
|
|
}
|
|
|
|
// Get POIs to go
|
|
for (const QuestPOI& qPoi : *poiVector)
|
|
{
|
|
if (qPoi.MapId != bot->GetMapId())
|
|
continue;
|
|
|
|
bool inComplete = false;
|
|
for (uint32 objective : incompleteObjectiveIdx)
|
|
{
|
|
if (qPoi.ObjectiveIndex == objective)
|
|
{
|
|
inComplete = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!inComplete)
|
|
continue;
|
|
if (qPoi.points.size() == 0)
|
|
continue;
|
|
float dx = 0, dy = 0;
|
|
std::vector<float> weights = GenerateRandomWeights(qPoi.points.size());
|
|
for (size_t i = 0; i < qPoi.points.size(); i++)
|
|
{
|
|
const QuestPOIPoint& point = qPoi.points[i];
|
|
dx += point.x * weights[i];
|
|
dy += point.y * weights[i];
|
|
}
|
|
|
|
if (bot->GetDistance2d(dx, dy) >= 1500.0f)
|
|
continue;
|
|
|
|
float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
|
|
|
|
if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
|
|
continue;
|
|
|
|
if (bot->GetZoneId() != bot->GetMap()->GetZoneId(bot->GetPhaseMask(), dx, dy, dz))
|
|
continue;
|
|
|
|
poiInfo.push_back({{dx, dy}, qPoi.ObjectiveIndex});
|
|
}
|
|
|
|
if (poiInfo.size() == 0)
|
|
{
|
|
// LOG_DEBUG("playerbots", "[New rpg] {}: No available poi can be found for quest {}", bot->GetName(), questId);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
WorldPosition NewRpgBaseAction::SelectRandomGrindPos(Player* bot)
|
|
{
|
|
const std::vector<WorldLocation>& locs = sTravelMgr.GetLocsPerLevelCache(bot->GetLevel());
|
|
float hiRange = 500.0f;
|
|
float loRange = 2500.0f;
|
|
if (bot->GetLevel() < 5)
|
|
{
|
|
hiRange /= 3;
|
|
loRange /= 3;
|
|
}
|
|
std::vector<WorldLocation> lo_prepared_locs, hi_prepared_locs;
|
|
|
|
bool inCity = false;
|
|
if (AreaTableEntry const* zone = sAreaTableStore.LookupEntry(bot->GetZoneId()))
|
|
{
|
|
if (zone->flags & AREA_FLAG_CAPITAL)
|
|
inCity = true;
|
|
}
|
|
|
|
for (auto& loc : locs)
|
|
{
|
|
if (bot->GetMapId() != loc.GetMapId())
|
|
continue;
|
|
|
|
if (bot->GetExactDist(loc) > 2500.0f)
|
|
continue;
|
|
|
|
if (!inCity && bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(),
|
|
loc.GetPositionZ()) != bot->GetZoneId())
|
|
continue;
|
|
|
|
if (bot->GetExactDist(loc) < hiRange)
|
|
{
|
|
hi_prepared_locs.push_back(loc);
|
|
}
|
|
|
|
if (bot->GetExactDist(loc) < loRange)
|
|
{
|
|
lo_prepared_locs.push_back(loc);
|
|
}
|
|
}
|
|
WorldPosition dest{};
|
|
if (urand(1, 100) <= 50 && !hi_prepared_locs.empty())
|
|
{
|
|
uint32 idx = urand(0, hi_prepared_locs.size() - 1);
|
|
dest = hi_prepared_locs[idx];
|
|
}
|
|
else if (!lo_prepared_locs.empty())
|
|
{
|
|
uint32 idx = urand(0, lo_prepared_locs.size() - 1);
|
|
dest = lo_prepared_locs[idx];
|
|
}
|
|
|
|
if (!dest.IsValid())
|
|
return dest;
|
|
|
|
LOG_DEBUG("playerbots", "[New RPG] Bot {} select random grind pos Map:{} X:{} Y:{} Z:{} ({}+{} available in {})",
|
|
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
|
|
hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size());
|
|
return dest;
|
|
}
|
|
|
|
WorldPosition NewRpgBaseAction::SelectRandomCampPos(Player* bot)
|
|
{
|
|
const std::vector<WorldLocation> locs = sTravelMgr.GetTravelHubs(bot);
|
|
|
|
bool inCity = false;
|
|
|
|
if (AreaTableEntry const* zone = sAreaTableStore.LookupEntry(bot->GetZoneId()))
|
|
{
|
|
if (zone->flags & AREA_FLAG_CAPITAL)
|
|
inCity = true;
|
|
}
|
|
|
|
std::vector<WorldLocation> prepared_locs;
|
|
for (auto& loc : locs)
|
|
{
|
|
if (bot->GetMapId() != loc.GetMapId())
|
|
continue;
|
|
|
|
float range = bot->GetLevel() <= 5 ? 500.0f : 2500.0f;
|
|
if (bot->GetExactDist(loc) > range)
|
|
continue;
|
|
|
|
if (bot->GetExactDist(loc) < 50.0f)
|
|
continue;
|
|
|
|
if (!inCity && bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(),
|
|
loc.GetPositionZ()) != bot->GetZoneId())
|
|
continue;
|
|
|
|
prepared_locs.push_back(loc);
|
|
}
|
|
WorldPosition dest{};
|
|
if (!prepared_locs.empty())
|
|
{
|
|
uint32 idx = urand(0, prepared_locs.size() - 1);
|
|
dest = prepared_locs[idx];
|
|
}
|
|
|
|
if (!dest.IsValid())
|
|
return dest;
|
|
|
|
LOG_DEBUG("playerbots", "[New RPG] Bot {} select random inn keeper pos Map:{} X:{} Y:{} Z:{} ({} available in {})",
|
|
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
|
|
prepared_locs.size(), locs.size());
|
|
return dest;
|
|
}
|
|
|
|
bool NewRpgBaseAction::SelectRandomFlightTaxiNode(uint32& flightMasterEntry, WorldPosition& flightMasterPos, std::vector<uint32>& path)
|
|
{
|
|
TravelMgr::FlightMasterInfo const* info = sTravelMgr.GetNearestFlightMasterInfo(bot);
|
|
if (!info)
|
|
return false;
|
|
|
|
std::vector<std::vector<uint32>> availablePaths = sTravelMgr.GetOptimalFlightDestinations(bot);
|
|
if (availablePaths.empty())
|
|
return false;
|
|
|
|
flightMasterEntry = info->templateEntry;
|
|
flightMasterPos = info->pos;
|
|
path = availablePaths[urand(0, availablePaths.size() - 1)];
|
|
LOG_DEBUG("playerbots", "[New RPG] Bot {} select random flight taxi node from:{} (node {}) to:{} ({} available)",
|
|
bot->GetName(), flightMasterEntry, path[0], path[path.size() - 1], availablePaths.size());
|
|
return true;
|
|
}
|
|
|
|
bool NewRpgBaseAction::RandomChangeStatus(std::vector<NewRpgStatus> candidateStatus)
|
|
{
|
|
std::vector<NewRpgStatus> availableStatus;
|
|
uint32 probSum = 0;
|
|
for (NewRpgStatus status : candidateStatus)
|
|
{
|
|
if (sPlayerbotAIConfig.RpgStatusProbWeight[status] == 0)
|
|
continue;
|
|
|
|
if (CheckRpgStatusAvailable(status))
|
|
{
|
|
availableStatus.push_back(status);
|
|
probSum += sPlayerbotAIConfig.RpgStatusProbWeight[status];
|
|
}
|
|
}
|
|
if (availableStatus.empty() || probSum == 0)
|
|
{
|
|
botAI->rpgInfo.ChangeToRest();
|
|
bot->SetStandState(UNIT_STAND_STATE_SIT);
|
|
return true;
|
|
}
|
|
uint32 rand = urand(1, probSum);
|
|
uint32 accumulate = 0;
|
|
NewRpgStatus chosenStatus = RPG_STATUS_END;
|
|
for (NewRpgStatus status : availableStatus)
|
|
{
|
|
accumulate += sPlayerbotAIConfig.RpgStatusProbWeight[status];
|
|
if (accumulate >= rand)
|
|
{
|
|
chosenStatus = status;
|
|
break;
|
|
}
|
|
}
|
|
|
|
switch (chosenStatus)
|
|
{
|
|
case RPG_WANDER_RANDOM:
|
|
{
|
|
botAI->rpgInfo.ChangeToWanderRandom();
|
|
return true;
|
|
}
|
|
case RPG_WANDER_NPC:
|
|
{
|
|
botAI->rpgInfo.ChangeToWanderNpc();
|
|
return true;
|
|
}
|
|
case RPG_GO_GRIND:
|
|
{
|
|
WorldPosition pos = SelectRandomGrindPos(bot);
|
|
if (pos != WorldPosition())
|
|
{
|
|
botAI->rpgInfo.ChangeToGoGrind(pos);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
case RPG_GO_CAMP:
|
|
{
|
|
WorldPosition pos = SelectRandomCampPos(bot);
|
|
if (pos != WorldPosition())
|
|
{
|
|
botAI->rpgInfo.ChangeToGoCamp(pos);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
case RPG_DO_QUEST:
|
|
{
|
|
std::vector<uint32> availableQuests;
|
|
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
|
|
{
|
|
uint32 questId = bot->GetQuestSlotQuestId(slot);
|
|
if (botAI->lowPriorityQuest.find(questId) != botAI->lowPriorityQuest.end())
|
|
continue;
|
|
|
|
std::vector<POIInfo> poiInfo;
|
|
if (GetQuestPOIPosAndObjectiveIdx(questId, poiInfo, true))
|
|
{
|
|
availableQuests.push_back(questId);
|
|
}
|
|
}
|
|
if (availableQuests.size())
|
|
{
|
|
uint32 questId = availableQuests[urand(0, availableQuests.size() - 1)];
|
|
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
|
|
if (quest)
|
|
{
|
|
botAI->rpgInfo.ChangeToDoQuest(questId, quest);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
case RPG_TRAVEL_FLIGHT:
|
|
{
|
|
uint32 flightMasterEntry = 0;
|
|
WorldPosition flightMasterPos;
|
|
std::vector<uint32> path;
|
|
if (SelectRandomFlightTaxiNode(flightMasterEntry, flightMasterPos, path))
|
|
{
|
|
botAI->rpgInfo.ChangeToTravelFlight(flightMasterEntry, flightMasterPos, path);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
case RPG_IDLE:
|
|
{
|
|
botAI->rpgInfo.ChangeToIdle();
|
|
return true;
|
|
}
|
|
case RPG_REST:
|
|
{
|
|
botAI->rpgInfo.ChangeToRest();
|
|
bot->SetStandState(UNIT_STAND_STATE_SIT);
|
|
return true;
|
|
}
|
|
case RPG_OUTDOOR_PVP:
|
|
{
|
|
botAI->rpgInfo.ChangeToOutdoorPvp();
|
|
return true;
|
|
}
|
|
default:
|
|
{
|
|
botAI->rpgInfo.ChangeToRest();
|
|
bot->SetStandState(UNIT_STAND_STATE_SIT);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool NewRpgBaseAction::CheckRpgStatusAvailable(NewRpgStatus status)
|
|
{
|
|
switch (status)
|
|
{
|
|
case RPG_IDLE:
|
|
case RPG_REST:
|
|
return true;
|
|
case RPG_WANDER_RANDOM:
|
|
{
|
|
Unit* target = AI_VALUE(Unit*, "grind target");
|
|
return target != nullptr;
|
|
}
|
|
case RPG_GO_GRIND:
|
|
{
|
|
WorldPosition pos = SelectRandomGrindPos(bot);
|
|
return pos != WorldPosition();
|
|
}
|
|
case RPG_GO_CAMP:
|
|
{
|
|
WorldPosition pos = SelectRandomCampPos(bot);
|
|
return pos != WorldPosition();
|
|
}
|
|
case RPG_WANDER_NPC:
|
|
{
|
|
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible new rpg targets");
|
|
return possibleTargets.size() >= 3;
|
|
}
|
|
case RPG_DO_QUEST:
|
|
{
|
|
std::vector<uint32> availableQuests;
|
|
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
|
|
{
|
|
uint32 questId = bot->GetQuestSlotQuestId(slot);
|
|
if (botAI->lowPriorityQuest.find(questId) != botAI->lowPriorityQuest.end())
|
|
continue;
|
|
|
|
std::vector<POIInfo> poiInfo;
|
|
if (GetQuestPOIPosAndObjectiveIdx(questId, poiInfo, true))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
case RPG_TRAVEL_FLIGHT:
|
|
{
|
|
uint32 flightMasterEntry = 0;
|
|
WorldPosition flightMasterPos;
|
|
std::vector<uint32> path;
|
|
return SelectRandomFlightTaxiNode(flightMasterEntry, flightMasterPos, path);
|
|
}
|
|
case RPG_OUTDOOR_PVP:
|
|
{
|
|
if (!bot->IsPvP())
|
|
return false;
|
|
uint32 zoneId = bot->GetZoneId();
|
|
if (zoneId == AREA_NAGRAND)
|
|
return false;
|
|
|
|
OutdoorPvP* outdoorPvP = sOutdoorPvPMgr->GetOutdoorPvPToZoneId(zoneId);
|
|
return outdoorPvP != nullptr;
|
|
}
|
|
default:
|
|
return false;
|
|
}
|
|
return false;
|
|
}
|